Small ResourceManager refactor, add ResourceSaver<T>.
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@@ -1,3 +1,4 @@
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using System.Text.Json.Serialization;
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using DaggerFramework.Rendering;
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using DaggerFramework.Utils;
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@@ -5,17 +6,17 @@ namespace DaggerFramework.SceneGraph
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{
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public class EntityLayer : Layer
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{
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public List<Entity> Entities { get => _entities; }
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[JsonInclude] public List<Entity> Entities { get; set; }
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public Camera2d? CurrentCamera { get; set; }
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public EntityLayer(List<Entity> entities)
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{
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_entities = entities;
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Entities = entities;
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}
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public EntityLayer()
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{
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_entities = new List<Entity>();
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Entities = new List<Entity>();
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}
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public void UpdateCurrentCamera()
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@@ -53,14 +54,14 @@ namespace DaggerFramework.SceneGraph
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public void DestroyEntity(int at)
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{
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_entities.RemoveAt(at);
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Entities.RemoveAt(at);
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}
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protected override void OnStart()
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{
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for (int i = 0; i < _entities.Count; i++)
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for (int i = 0; i < Entities.Count; i++)
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{
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var entity = _entities[i];
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var entity = Entities[i];
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entity.Layer = this;
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entity.Start();
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}
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@@ -68,7 +69,7 @@ namespace DaggerFramework.SceneGraph
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protected override void OnUpdate(double dt)
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{
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foreach (var entity in _entities)
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foreach (var entity in Entities)
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{
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entity.Update(dt);
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}
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@@ -94,7 +95,7 @@ namespace DaggerFramework.SceneGraph
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protected override void OnDraw(Renderer renderer)
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{
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// TODO: can be done more efficiently, needs rendering redesign.
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foreach (var entity in _entities)
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foreach (var entity in Entities)
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{
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if (entity is IDrawable drawable)
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{
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@@ -102,8 +103,6 @@ namespace DaggerFramework.SceneGraph
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}
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}
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}
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private List<Entity> _entities;
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private List<Camera2d> _cameraEntities = new();
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}
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}
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